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After the End - A spotlight on post-apocalyptic gaming

Today I tackle the first ten beneficial physical mutations from Mutant Future, rewriting them so they use a Mutation Score to determine the power level of the mutation.

This list handles Aberrant Form through to Energy Retaining Cell Structure.

Aberrant Form

This mutation covers a wide array of effects over the entire bodily structure of the mutant. Roll 1d8 to determine the nature of the mutation.

1-2 Enlarged Parts: Some aspect of the mutant’s body has grown to an abnormally large size and, as a result, has increased functionality. Because this is a benefit all limbs and organs are assumed to be affected in concert (i.e. both arms, both legs, etc.). For example, this mutation could manifest as an MSmod bonus to damage if arms are larger than normal, or a 2xMS to movement for longer or larger legs.

3-4 Xenomorphism: The character gains a unique organ/limb with a new function, such as an extra pair of eyes on stalks, a prehensile proboscis, a limb or body part from another species, or a set of tentacles that act as extra arms. An extra body part from another species may (50%) be equipped with a natural weapon. The new organ or limb uses the MS for all ability checks, attacks, and so on.

5-6 Extra Parts: Any organ or limb that is normally present may be multiplied. An extra normal organ (extra heart, extra set of lungs) may be acquired, which could increase hit points by the MSmod. To generate a random number of a given
body part roll 1d4+1 and multiply by that number, or a number may be selected. The brain and/or head cannot be duplicated by this mutation. The body part must be selected at character generation.

7-8 Natural Weapon: The mutant is equipped with a natural weapon, such as horns, teeth, or claws (select at character creation). These will inflict damage as determined based on the MSmod: +1 = 1d4, +2 = 1d6, +3 = 1d8, +4 = 1d10, +5 = 2d6. The character may only attack once per round with a natural weapon, unless he possesses more than one attack per round. A natural weapon may (25%) be equipped with a toxic weapon, such as poison.

Chameleon Epidermis

The mutant’s outer cellular structure has been mutated, allowing the cells to actually alter their lucidness, appearance, and color. In effect, this allows the mutant to subtly change colors on a cellular level. The being may hide, if stationary, almost as if invisible. The color change takes place immediately, and requires no concentration by the mutant. Characters looking for the mutant must roll over the MS on a d20, with bonuses or penalties based on the situation (-5 on the roll in complete darkness, +0 for daylight and immobile, -5 if mobile in daylight). Characters wearing heavy armor or fully garbed receive
no benefit from Chameleon Epidermis.

Complete Wing Development

The mutant has developed a complete set of wings, either in the form of fleshy membranes, feathery wings, bat-like extremities, or even scaly or insect-like versions. With these wings the character can fly with a movement 60′ + (30′ x MSmod). The mutant may fly while carrying only 25% of his body weight. Creatures over 150 pounds cannot use these wings for flight, but they leap to a distance of 60′ + (30′ x MSmod) with a maximum height of 40′ + (20′ x MSmod).

Density Alteration

This mutation grants the ability to instantly alter body density, thus shrinking or enlarging. A mutant’s maximum enlargement or shrinkage depends on his mutation score.

MS | Max | Min
3-8 | 1.25 | 1/2
9-14 | 1.5 | 1/3
15-17| 1.75 | 1/4
18+ | 2 | 1/8

Each fraction of a body size change is accompanied by an equal fraction increase or decrease to armor class and speed. For example, reduction of size by 1/4 also reduces (improves) armor class and reduces movement by 1/4. Becoming twice as large increases armor class by a multiple of two (to a maximum of 9) and doubles movement. Note that reduction of body density to 1/8 makes a character impervious to damage from sharp implements.

Dermal Poison Slime

The mutant is covered in a thick gooey slime (like a frog) that is poisonous to those who touch or attempt to ingest the mutant. The class of the poison (as shown on the poison table) is equal to 1/2 of the MS of the mutation. Successful bare-hand attacks and bite attacks against the mutant require the attacker to attempt a saving throw versus poison. Bare-hand attacks made by the mutant have the same effect.

Dual Headed

The mutant has developed a second head next to the first. He can only be surprised on a roll of 1 on 1d6. Apply the MSmod bonus on all rolls whenever using senses where two heads would be better than one (listening, looking, searching for traps).

Dwarfism

Mutated genes have altered the mutant’s physical size, an effect either related to a pituitary defect or a change in the genetic
program during the years of body growth and development. With this mutation, the mutant is a dwarf, a mutant with substantially decreased size and body weight. To figure out the character’s size, start with a base of 6 feet and subtract the MSmod measured in feet. The character’s diminutive size makes it harder to damage opponents, but also makes it more difficult for opponents to land successful blows on the mutant, since he presents such a small target. A dwarf mutant has a +1 to hit targets of human sized or larger with a non-powered hand weapon. He does -1 to damage for every 1’ shorter than he is from 3 feet, with an equal reduction (improvement) of AC for each foot he is shorter than 3’.

Echolocation

The mutant has the ability to gather information on his surroundings by using a type of natural sonar. The mutant must emit a noise (some kind of clicking or speech will do), which then reverberates off of the surface of any surrounding objects or creatures, is picked up by an external sense organ and translated into a rough, colorless picture of all objects in the mutant’s surroundings. This allows the character to interact with the surroundings as if he has sight, even if he does not have eyes or regular sight is obscured. This does not allow the mutant to see through objects, nor will it allow him to read text or see pictures. This works for a range of (20 x MSmod) feet, multiplied by the MSmod of Increased Hearing if the mutant also has that mutation. Mutants with this ability will have a better chance of striking an opponent, receiving a bonus to hit in combat equal to 1/2 of their MSmod.

Energy Ray

Every 3 rounds, this mutation grants the ability to emit a blast of energy (roll 1d6; 1-2 heat, 3-4 cold, 5 radiation,
6 electricity) from the hands (or other upper appendages) that inflicts 2d6+(1d6/MSmod) hit points of damage to a distance of MSx5 feet. Only one type of energy may be chosen at character creation.

Energy-Retaining Cell Structure

The mutant’s body has a higher than normal level of electrical energy coursing through his body, energy which he can focus into a shock capable of damaging opponents who touch him. This electrical shock does 1d6/MSmod hp damage.